Only problem I have with Houdini is the slow viewport subdivision display ...otherwise I would use it for modelling aswell
On 26 Oct 2017 19:44, "Jonathan Moore" <[email protected]> wrote: > Jordi, I'm only recounting the feedback I get from the artists I support. > Some of these artists find nodal approaches per se as being technical. > > You, I and most on this list know this not to be the case, but we have to > be considerate that not all artists are wired the same as us. > > On 26 October 2017 at 18:13, Jordi Bares <[email protected]> wrote: > >> Could you give me an example of various stages of a production where you >> need those skills? I can only see a few places where you do and others that >> you might if you want to do complex stuff (like modern abstract motion >> graphics for example) >> >> Let’s also remember, only recently we have Wrangle nodes and although >> they are awesome, you didn’t even have them a few years back yet you were >> able to do anything (slower of course) in other manners. A good example is >> the new Point Wrangle versus the old Point SOP. >> >> I still think for Previz, Modelling, Animation (not technical FX >> animation), Layout, Shading, Texturing, Lighting and Rendering you need >> Zero skills. >> >> But may be I am missing something. >> jb >> >> >> On 26 Oct 2017, at 17:29, Jonathan Moore <[email protected]> >> wrote: >> >> The only way to learn a language well is to fully immerse into it, same >>> thing here… Houdini is not hard any more, UX and specially a more viewport >>> centric approach makes it very easy to start. >>> True there is some vocabulary and weird things in a few areas but those >>> come easy if you really go for it. >> >> >> I say this as a Houdini fan. Houdini is only an easy transition for >> technical artists. I support teams of artists from fine art backgrounds as >> well as technical artists and those with a fine art background even found >> ICE a challenge. For larger teams made up of both TD's and artists this >> isn't a major issue, but the fact that so much of Houdini is >> Wrangle-centric these days causes problems for those with a purely art >> school background who don't know their way around a scripting language, >> never mind a C-like programming language. >> >> I think it's untrue to say 'Houdini is not hard anymore', but more true >> to say that Houdini is easier to transition to from another DCC (for those >> with a technical aptitude). You won't get far in Houdini if you can't at >> the very least think programmatically, and that still goes for those that >> stick to VOP's rather than Wrangles. >> >> One can argue that 3d is an inherently technical art, but there are >> plenty of professionals working in media & entertainment based studio >> businesses that get by just fine without any aptitude for scripting & >> programming. Unfortunately, I don't think it's untrue to state that it's >> difficult to get past the basics in Houdini without a technical aptitude. >> >> >> >> >> >> On 26 October 2017 at 17:01, Jordi Bares <[email protected]> wrote: >> >>> The only way to learn a language well is to fully immerse into it, same >>> thing here… Houdini is not hard any more, UX and specially a more viewport >>> centric approach makes it very easy to start. >>> >>> True there is some vocabulary and weird things in a few areas but those >>> come easy if you really go for it. >>> >>> :) >>> >>> jb >>> >>> >>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <[email protected]> >>> wrote: >>> > >>> > Houdini is still to technical to even start using. Blender I have >>> actually looked at and it doesn't look half as bad as Maya, but it also >>> very much depends on where you are working or aspire to work. >>> > >>> > Maya is a ticket to work in most places these days I guess, but it is >>> also certain to drive you mad, and hate going to work everyday. >>> > >>> > Honestly I would love to work with Houdini, and might even sit down >>> and try and learn it some day, but it is still damn hard to start using, so >>> downtime is considerable. >>> > >>> > MB >>> > >>> > >>> > >>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel < >>> [email protected]>: >>> >> >>> >> >>> >> >>> >>> I read the stories by people who had the bad fortune to have to >>> learn Maya earlier and I have to say everything they wrote is true and then >>> some. After 3 months+ of everyday Maya punishment I actually only like some >>> modeling tools and being able to see layered textures in the viewport - the >>> rest is a horrible mess. And our Maya artists are blissfully oblivious to >>> how much easier their lives could have been if things had been different. >>> >>> >>> >>> >>> >>> Morten >>> >> >>> >> If you read on, the story splits. >>> >> Kinda like a "choose your own adventure" >>> >> Some people choose Maya, and THEY DIE!!!! >>> >> Others choose NOT-Maya and live. >>> >> Honestly I would rather use bryce and poser. >>> >> Why not Houdini or Blender, Morten? >>> >> G >>> >> >>> >> ------ >>> >> Softimage Mailing List. >>> >> To unsubscribe, send a mail to [email protected] >>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>> > ------ >>> > Softimage Mailing List. >>> > To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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